Hey all! I'm actually new too the GK forum, or even 40k in general really. This is still my first, almost second year of playing. Recently, I got a sweet deal on Ebay for some GK's , and I have been dying to start building, painting, and of course playing them. But, I'm not too sure how to run this. I want to have a good idea for a list developed before I actually start building. So, I turn to you guys, my fellow Battle-brothers. So, the army I ordered comes with unopened boxes, four GK packs, two Term/Paladin packs, and a Dreadknight (I was gonna do a proxy for whatever HQ I choose). The guys at my club usually play either 1500 or 1850, so I could use a good list to jump into combat with. Any ideas would be great! Thanks in advance!

P.S. I also already have a Rhino, a predator I'm gonna convert back into a Rhino or Razorback, and a Stormraven that needs repainting (I used to play Blood Angels).

I know it seems kind of everywhere... but I play that way. I prefer the all around approach. The idea is to have the two strike Squads with the dreadknight punching through everything. The terminators teleporting in and hitting stuff. And the interceptors doing whatever they can. I like the purifiers, because I think they'd be badass against hordes, and the occasional tank. The techamarine, contrary to his powers of repair, will sit in a corner hiding, and use that orbital strike relay relentlessly. That's about it... any help would be nice, tell me if I'm being stupid.

Doh! Your totally right. I meant purgation squads. I guess I'll try the psycannons. The only reason I really had incinerators was to deal with hordes of troops (I'm looking at you orcs). I'm keeping the techmarine only because I only have 4 packs of Grey Knights. Once I get some, I'll try that out two. My club usually plays thursday nights, so I'll post then and let you know how they work out. Thanks!

Try and avoid the psilencers, they aren't very good. If they were assault instead of heavy for sure, but as it stands... I don't think that Thawn is worth it. 2 extra Termies is probably better value.

Banner isn't worth it in a 5 man squad. You lose a NFW for it.PAGK you want 10 man squads to make Psyammo worth it. (maybe combat squad) and I wouldn't bother with upgrade weapons. Too expensive, better with more bodies.

Also wouldn't bother with ML3, too expensive, better spending points on sanctuary and shrouding, both which are used in your opponents turn, and don't use up your own turns psychic charges. Warp rift and Summoning are both good.

NDK is really expensive with that setup, is the teleporter that important? You have summoning, and this guy will be a bullet magnet, still don't like the psilencer though.

If you really want the OSR, get a barebones Inq, I think alot of people are finding it too inaccurate to bother, since it always scatters 2d6 (with no exceptions, per the new FAQ).

I like your logic there. I did just realize the accuracy issue with OSR, perhaps I won't take it. I might just go with that list, it seems to work. I'm not too sure yet, and I still won't actually have the GKs until about the end of this month, so I've got time. If I come up with any other list ideas, I'll post them. Thanks a lot brother!